/Engine/Source/Editor/GameplayTasksEditor/Classes/K2Node_LatentGameplayTaskCall.h
bool ConnectSpawnProperties ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToSpawn, const [UEdGraphSchema_K2](API\Editor\BlueprintGraph\UEdGraphSchema_K2) * Schema, class [FKismetCompilerContext](API\Editor\KismetCompiler\FKismetCompilerContext) & CompilerContext, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * SourceGraph, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) *& LastThenPin, [UEdGraphPin](API\Runtime\Engine\EdGraph\UEdGraphPin) * SpawnedActorReturnPin )